Limited support
This feature is only present in Portal 2: Community Edition and Portal: Revolution.
Caution:

HintNode is an internal entity and should not be used on its own.

BASE HintNode

KeyValues

spawnflags <flags>

No description provided.

Possible Flags:

Name Value Default
Allow jump up 65536

Hint <choices> = None (0)

No description provided.

Possible Values:

Name Value
None 0
World: Door (Not Used) 1
World: Window 2
World: Act Busy Hint 12
World: Visually Interesting 13
World: Visually Interesting (Don't aim at) 14
World: Inhibit Combine Mines within 15 feet 15
World: Visually Interesting (Stealth mode) 16
Tactical: Crouch Cover Medium 100
Tactical: Crouch Cover Low 101
Tactical: Spawn (Not Used) 102
Tactical: Entrance / Exit Pinch 103
Tactical: Guard (Not Used) 104
Tactical: Enemy Disadvantage Point 105
Tactical: Health Kit (Not Used) 106
Tactical: High Ground 107
Antlion: Burrow Point 400
Antlion: Thumper Flee Point 401
Headcrab: Burrow Point 450
Headcrab: Exit Pod Point 451
Roller: Patrol Point 500
Roller: Cleanup Spot 501
Crow: Fly to point 700
Crow: Perch point 701
Follower: Wait point 900
Override jump permission 901
Player squad transition point 902
NPC exit point 903
Strider node 904
Player Ally: Push away destination 950
PLayer Ally: Fear withdrawal destination 951
HL1 World: Machinery 1000
HL1 World: Blinking Light 1001
HL1 World: Human Blood 1002
HL1 World: Alien Blood 1003
Portal 2: Nest 1200

Hint Activity <string>

Activity associated with this hint node. Various parts of the NPC AI play this activity at times. i.e. Actbusy nodes will play this activity when an NPC acts busy on the node.

Node FOV <choices> = 180 Degrees (180)

Imagine this node requires that an NPC be in the node's field of view in order to use this hint.

Possible Values:

Name Value
45 Degrees 45
90 Degrees 90
180 Degrees 180
360 Degrees 360

Start Hint Disabled <boolean> = No

No description provided.

Hint Group <string>

If specified, gives the hint a specific group name. Useful for hint nodes that need to be logically grouped together. NPCs may also refuse to use hint nodes that don't match their hint group.

Target node <node_dest> = -1

The node ID of an associated target node, if any.

Ignore Facing <choices> = Default (2)

Don't pay attention to the facing of the node. May not apply to a given hint type.

Possible Values:

Name Value
No 0
Yes 1
Default 2

Minimum State <choices> = Idle (1)

Require an NPC have a minimum state to use the hint.

Possible Values:

Name Value
Idle 1
Alert 2
Combat 3

Maximum State <choices> = Combat (3)

Require an NPC have a maximum state to use the hint.

Possible Values:

Name Value
Idle 1
Alert 2
Combat 3

Radius <integer> = 0

How close an NPC must be to consider this hint. 0 means infinite.

Inherited from Node

Node ID <node_id>

No description provided.

Inputs

EnableHint <void>

Enable hint.

DisableHint <void>

Disable hint.